godot/tests/test_validate_testing.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

200 lines
5.7 KiB
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/*************************************************************************/
/* test_validate_testing.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_VALIDATE_TESTING_H
#define TEST_VALIDATE_TESTING_H
#include "core/os/os.h"
#include "tests/test_macros.h"
#include "tests/test_tools.h"
TEST_SUITE("Validate tests") {
TEST_CASE("Always pass") {
CHECK(true);
}
TEST_CASE_PENDING("Pending tests are skipped") {
if (!doctest::getContextOptions()->no_skip) { // Normal run.
FAIL("This should be skipped if `--no-skip` is NOT set (missing `doctest::skip()` decorator?)");
} else {
CHECK_MESSAGE(true, "Pending test is run with `--no-skip`");
}
}
TEST_CASE("Muting Godot error messages") {
ERR_PRINT_OFF;
CHECK_MESSAGE(!_print_error_enabled, "Error printing should be disabled.");
ERR_PRINT("Still waiting for Godot!"); // This should never get printed!
ERR_PRINT_ON;
CHECK_MESSAGE(_print_error_enabled, "Error printing should be re-enabled.");
}
TEST_CASE("Stringify Variant types") {
Variant var;
INFO(var);
String string("Godot is finally here!");
INFO(string);
Vector2 vec2(0.5, 1.0);
INFO(vec2);
Vector2i vec2i(1, 2);
INFO(vec2i);
Rect2 rect2(0.5, 0.5, 100.5, 100.5);
INFO(rect2);
Rect2i rect2i(0, 0, 100, 100);
INFO(rect2i);
Vector3 vec3(0.5, 1.0, 2.0);
INFO(vec3);
Vector3i vec3i(1, 2, 3);
INFO(vec3i);
Transform2D trans2d(0.5, Vector2(100, 100));
INFO(trans2d);
Plane plane(Vector3(1, 1, 1), 1.0);
INFO(plane);
Quaternion quat(Vector3(0.5, 1.0, 2.0));
INFO(quat);
AABB aabb(Vector3(), Vector3(100, 100, 100));
INFO(aabb);
Basis basis(quat);
INFO(basis);
Transform3D trans(basis);
INFO(trans);
Color color(1, 0.5, 0.2, 0.3);
INFO(color);
StringName string_name("has_method");
INFO(string_name);
NodePath node_path("godot/sprite");
INFO(node_path);
INFO(RID());
Object *obj = memnew(Object);
INFO(obj);
Callable callable(obj, "has_method");
INFO(callable);
Signal signal(obj, "script_changed");
INFO(signal);
memdelete(obj);
Dictionary dict;
dict["string"] = string;
dict["color"] = color;
INFO(dict);
Array arr;
arr.push_back(string);
arr.push_back(color);
INFO(arr);
PackedByteArray byte_arr;
byte_arr.push_back(0);
byte_arr.push_back(1);
byte_arr.push_back(2);
INFO(byte_arr);
PackedInt32Array int32_arr;
int32_arr.push_back(0);
int32_arr.push_back(1);
int32_arr.push_back(2);
INFO(int32_arr);
PackedInt64Array int64_arr;
int64_arr.push_back(0);
int64_arr.push_back(1);
int64_arr.push_back(2);
INFO(int64_arr);
PackedFloat32Array float32_arr;
float32_arr.push_back(0.5);
float32_arr.push_back(1.5);
float32_arr.push_back(2.5);
INFO(float32_arr);
PackedFloat64Array float64_arr;
float64_arr.push_back(0.5);
float64_arr.push_back(1.5);
float64_arr.push_back(2.5);
INFO(float64_arr);
PackedStringArray str_arr = string.split(" ");
INFO(str_arr);
PackedVector2Array vec2_arr;
vec2_arr.push_back(Vector2(0, 0));
vec2_arr.push_back(Vector2(1, 1));
vec2_arr.push_back(Vector2(2, 2));
INFO(vec2_arr);
PackedVector3Array vec3_arr;
vec3_arr.push_back(Vector3(0, 0, 0));
vec3_arr.push_back(Vector3(1, 1, 1));
vec3_arr.push_back(Vector3(2, 2, 2));
INFO(vec3_arr);
PackedColorArray color_arr;
color_arr.push_back(Color(0, 0, 0));
color_arr.push_back(Color(1, 1, 1));
color_arr.push_back(Color(2, 2, 2));
INFO(color_arr);
// doctest string concatenation.
CHECK_MESSAGE(true, var, " ", vec2, " ", rect2, " ", color);
}
TEST_CASE("Detect error messages") {
ErrorDetector ed;
REQUIRE_FALSE(ed.has_error);
ERR_PRINT_OFF;
ERR_PRINT("Still waiting for Godot!");
ERR_PRINT_ON;
REQUIRE(ed.has_error);
}
}
#endif // TEST_VALIDATE_TESTING_H